Project proposals

This page contains project proposals for Google Summer of Code and some general project ideas.

Below is a list of project ideas by the developers.

Contents

GSoC project proposals

Limited play area

Estimated difficulty: medium

Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey. Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.

The new system should allow the map's developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.

The restriction shapes should be readable and changeable mid-game through the engine's Lua API. Proper handling of units which are suddenly off-map needs to be implemented.

Details: GSoC_Limited_play_area

Potential mentors: abma, midknight

Sensor handling redesign / simplification

Estimated difficulty: high

Currently there are a number of different "sensor" systems in the engine: LineOfSight, Radar, Sonar, and Seismic. Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.

A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.

Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.

Details: GSoC_Sensor_handling_redesign

Potential mentors: abma, midnight

Engine level abstraction of resources

Estimated difficulty: medium to high

The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design. The current resource system is largely present in the codebase being hardcoded in a lot of critical places.

The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.

The engine's Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.

Details: GSoC_Engine_resource_abstraction

Potential mentors: abma, midnight

Basic ingame lobby

Estimated difficulty: high

All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.

A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.

The engine's start screen should be replaced and integrated with it.

Details: GSoC_Ingame_lobby

Potential mentors: abma, koshi

Implementing a Scene Graph

Estimated difficulty: high

The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.

Under this proposal, the rendering code should get a complete overhaul and moved into a Scene Graph. Allowing to replace the old code optionally with shader based approaches, including techniques as normal/relief mapping or 100% GPU based rendering of particles.

Details: GSoC_New_rendering_system

Potential mentors: abma, jK, midnight

New shadowmap techniques

Estimated difficulty: high

Currently Spring uses a single shadowtexture causing disturbed shadows when the viewrange increases. The proposal is to implement one of the newer techniques like cascaded shadowmaps (CSM), percentage-closer filtering (PCF) or variance shadowmaps (VSM). Support for transparent shadows is appreciated.

Potential mentors: jK

FontConfig support

Estimated difficulty: medium

Spring already uses freetype2 for the font texture atlas generation. But it loads the used fonts from its VFS and cannot access system installed fonts yet, neither does it allow selecting the font's `style` (cursive, bold, ...) if it is included in the same ttf. Using fontconfig would solve all this. Windows support is wanted, too. If spare time is left unicode support would be appreciated.

Potential mentors: jK, abma

Host change during a match

Estimated difficulty: medium to high

Spring's network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. A system should be designed to allow manual and/or automatic switching of the game's host (possibly using an existing player after testing load handling capabilities).

Details: GSoC_Reconnect_Host_change

Potential mentors: abma, koshi

General ideas for new developers

These projects are interesting, but do not fit into the time schedule of GSoC.

In source Lua-API documentation

Estimated difficulty: low to medium

write a tool, that creates html from in-source comments to document the lua api. For Example:

/*-
Prints a message
@param msg
*/
static int Echo(lua_State* L);

this should create the function in the lua-api-docs

Spring.Echo

(this is just a suggestion)

see also meeting minutes (possible solution for in-source lua documentation)


Port spring to ARM/Android

Estimated difficulty: medium to very high

Spring currently seems to not work on the ARM architecture as streflop currently doesn't support ARM. Also there will be possible compile/linker/sync errors that have to be fixed first to make it run flawlessly. Also its not clear if its possible if spring can be made syncing to x86 platforms because on some ARM processors no FPU available.

For a possible starting point see the Spring on ARM page.


3D map format

Estimated difficulty: very high

The current map format is 2d only (with heightmaps), adding a real 3d map format would allow real bridges or some fancy maps.

Recast navigation could be used as pathfinder. This project is really difficult, as many / most parts of the engine have to be changed.

Internationalization support

Estimated difficulty: medium

spring currently doesn't support any internationalization. Many of it can be done with lua inside a game, but some can't be done, like:

  • error messages
  • the game menu
  • springs engine callins need to support utf-8 characters, so utf-8 characters can be printed.

see the forum for more details: http://springrts.com/phpbb/viewtopic.php?f=1&t=28043 and/or mantis: http://springrts.com/mantis/view.php?id=562 http://springrts.com/phpbb/viewtopic.php?f=14&t=28960&p=531647#p531647

this is heavily linked to FontConfig support


 
 

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